Pokemon TCG Pocket is more than a mobile game: It’s a money-making machine. The virtual trading card app raked in more than $900 million in its first six months, eclipsing even Pokemon Go’s revenue in the same post-release time span. As it turns out, fake Pokemon cards are just as much of a hot commodity as the real thing.
People love ripping open card packs, hunting down ones with their favorite illustrations of fan-favorite Pokemon. It feels great to beat the odds by pulling an elaborately inked full art or a shiny secret rare. But it really starts to irk me when I’m missing only one or two cards from a set and I can’t get lucky enough to pull them out of a pack.
Pokemon TCG Pocket has a “pity points” system that’s supposed to make this feel less terrible. Every time you open a pack, you earn five pack points, which you can directly trade in for a card of your choosing.
You can trade in 35 points for a common card, but if you want to get the rarest cards from a set, they could eat up 500 points, 1,250 points or even a whopping 2,500 points each. That means you’d have to rip open 500 card packs in order to earn a single copy of one of Pokemon TCG Pocket’s rarest cards.
It sounds absurd (and it is), but that’s to be expected for a free-to-play game, especially one where the developer makes money by encouraging players to pay for extra card pulls. My real big issue with pack points is that they’re restricted to the expansion set you earned them in.
For example, I have 315 pack points for the recent Secluded Springs set, which is an expansion I’m missing a great deal of cards for. I also have 700 pack points for the game’s first-ever expansion Genetic Apex — but those points are locked to Genetic Apex, and can’t be used for any other set. I’ve accrued hundreds of pack points, but they’re essentially useless to me because they won’t help me complete the sets I’m still missing cards in.
Pokemon TCG Pocket expansion sets are released on a monthly basis, which means no one really has time to earn enough pack points for a rare card before the next shiny slate of cards is dangled in front of your eyes. It propagates a desperate sense of FOMO that I’ve criticized in the past, and the latest expansion set has exacerbated this issue more than ever before.
The glittery golden Deluxe Pack Ex expansion will juice your Pokemon TCG Pocket collection up — but your pack points probably won’t help much.
If Deluxe Packs are time-limited, what happens to my pack points?
In a sense, the latest Pokemon TCG Pocket expansion resolves the problem of hunting down missing cards from previous sets. The time-limited Deluxe Packs include cards from every previous Pokemon TCG Pocket expansion set, which means you can round out your collection while chasing the newest and rarest full art cards. You’re even guaranteed to pull a valuable Pokemon Ex card from every Deluxe Pack, which seems like a pretty good deal on the surface.
But there are looming issues with the Deluxe Pack Ex set that dim the celebration that should be surrounding its release. For starters, players only get four cards from a single Deluxe Pack Ex pack, whereas any other set would reward players with five Pokemon cards.
The worst part of this launch is how it interacts with the pack points system. Since pack points are locked to the expansion set you open, Deluxe Pack Ex pack points will be functionally useless once the set goes away at the end of October. I’ve opened over 50 Deluxe Packs and have nearly 300 pack points, but there’s no way I’m going to accrue enough of this currency to unlock any of the set’s rarest cards.
The launch of the Deluxe Pack Ex expansion has rubbed salt in a festering wound — and the worst part is that there’s a very simple solution to improve the pack points system across the board.
You would need to rip open 100 packs from a single expansion set to have enough pack points to exchange for a meta-defining Pokemon Ex card.
Universal pack points are the simple solution
Instead of locking pack points to any one set, they should be an account-wide currency instead. Every time you earn pack points, they should be added to one large pool that you can use on any of the in-game card sets. That way, players wouldn’t have to feel a manufactured sense of guilt for ripping open packs from older sets.
While it’s customary for gacha games to have a pity system that guarantees a certain reward after a certain number of pulls, it’s by no means a requirement for these games to have these systems. In a sense, I’m grateful that the pack points exist in Pokemon TCG Pocket in the first place.
I think we should always argue for a more consumer-friendly experience in modern gaming. Overhauling the pity system so that pack points can be used universally across all of the in-game card sets will make the game fairer and give more players a real chance to get the rarest cards.
It creates a greater sense of parity between free-to-play and paying players, and it might even cause some people to spend more money on pack openings to boot. Universal pack points are a win-win for players and DeNA alike.
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